House Rules & Campaigns

Why we have made some of these changes

Our games are all about balance.  We don't like to use or see some one beat or be beat by one specific thing, namely a very expensive character or regiment, we prefer a game that is multifaceted involving more than just the magic items and selection and placement of these items.  This lends then game to more times that not to be decided by the players moves during them game and not during the Army creation phase of the game.  We went through a phase where the name of the game was to find the most ruthless combos that in most cases involved magic items, this got old when the entire game was decided before the battle had begun.  This is why we adopted some of these house rules in order to set up a system which isn't dependent on the army creation phase of the game.  We also did not want to eliminate this phase, lets face it, it is one of the best parts of the game.  Many of the rules including the banning and modifications of the items was based on the playing experience we have had over the years were a item has played (as we see it) too large of a role in determining the outcome of the game.  So much of this is based on things that we have not enjoyed as part of our previous games.  Now in no way are you required to do as we say or change the way you play in any way.  If you and the people you play with enjoy using the items that we have banned then by all means continue to use these items. 


Banned and Modified Items
These are items that we see as a negative to the game whether they be too powerful, or something that we feel just detracts from the game.

Banned Items

Modified Items



Magic Items and Combos No One Wants to See
In addition to the magic items that have been banned above here are a few items you should avoid taking.



Dwarf Runes

When we play with the Dwarf Army we modify some of the rules that come in the Dwarf Rulebook.  In most cases the changes are that the Dwarf Army is not allowed to take Magic Items from the Magic Items book/list. In other cases we place restrictions on the point values that a Dwarf army is allowed to take, example....The Dwarf Army is only allowed to take items of 50 pts. or less value. We feel with the combined powers of Magic Items and Dwarf Runes the Dwarf army has a large advantage that provides for combos that are to powerful.



Set Up

We in most cases follow a simple set up procedure...

Terrain set up is done first

  1. Depending on the size of the game roll for the number of pieces, D6 for smaller games, 2D6 for medium games, and 3D6 for large games, if the number rolled is odd, roll to see who places the first piece.
  2. Each player rolls on the terrain generation table, and places the terrain in a place of there choosing, taking turns until all of the pieces have been placed.

Players roll off, who ever has the higher roll has three possible choices... (Note

  1. The Player can decides to go first, in which case s/he sets up their entire army first, including doing introductions
  2. The Player can pick his or her side, and the decision to who goes first is deferred to the other player
  3. Or the player can decide that s/he will go second in which case the other player sets up first and goes first

Set Up Rules

  1. Special units that are set up last are done so at the end of all setup.  If both sides have similar units players roll off and the winner chooses who sets up their units first.
  2. Scouts and other units that are similar cannot be set up in the area between opponent's deployment zone and the edge of the table in the 12" space.  They may be placed behind cover, out of sight as the rules states.

or try Using the Pitch Battle rules found in the Battle Book



Flying Monsters
Large Flying monsters have been blacklisted,  any flying monster over 200 pts. has proven to be too powerful.  A monster of this size has a large advantage in stats, along with in most cases it carries a large character.  The monster provides the transportation to most any were, and a ability to take hits to keep a character alive, while it wrecks it's opponents.  Monsters under 200 pts. are in most cases able to be killed and providing a medium for which characters to move. This is in addition to the strong recordation that players do not take flying monsters all together. 



Miscellaneous Rules

These are rules that we have adopted that do not fit into one category.

  1. The Doomwheel is considered to be killed when the driver and all the rats are dead, and it then counts towards victory points.
  2. No allies are allowed when creating an army list, we have yet to decide the fate of the Dogs of War as a mercenary army yet, since we have yet to try them in this manner.
  3. Bretonnian players must decide if or if not their army is going to take the Lady's Blessing, before the decision is made to who will go first, by way of the roll off; See: Set Up.  If the player decides to take the Blessing than the roll off is made as normal.  The winner then has the choice, which side of the table to set up on, if the blessing is chosen and the Bretonnian player wins the roll s/he is not able to choose to go first. When setting up follow the Set Up Rules.
  4. We have modified the Total Power card found in the Winds of Magic. The card no longer disallows the opponent from  dispelling a spell cast with the Total Power card. In effect the card allows a player to cast a spell at no cost but does allow for dispels to be used against it.
  5. Items or skills that effect undead (as the word used in the text) effect anything in the Undead army list, including those things such as vampires or other Undead troop or character types that could be considered alive.
  6. No special characters, unless agreed to prior to the start of the game.
  7. No special personaly created character, modles, regiments, or anything else that is similar.

Campaigns Rules

We have been playing a Campaign based around NFL Football.  The basic concept is that all 12 armies are separated into two Conferences good and bad (Lizardman are treated as a good army, to make things balanced) and then are separated into two equal Divisions within the conference.  A schedule is made for a 16 week season.  Each player is to make a 1500 point army with the following modifications...

  1. Use the above rules from the House Rules
  2. Armies can only take magic items of 50 pts. or less in value
  3. The home team, designated by the schedule, is allowed to take 50 extra pts. in addition to 1500 pts. usable in any area.
  4. Special Characters are allowed, but any magic item of point value greater than 50 pts. is discarded and can't be replaced with an item of lesser value.  Note some army's allow you to substitute magic items for others this is allowed with special characters i.e. the dwarfs and others.
  5. Dwarfs players are allowed to take Runes of point value of 50 pts. or less.
  6. Chaos players are allowed to take Chaos Rewards of 50 pts. or less
  7. Bretonnia players are allowed to take Virtues of 50 pts. or less

When the season is done, the division winners are found this is based on inter-divisional record; then on overall record; then on victory point totals. The next two top teams (wild cards) are found based on the best records excluding the division winners from both divisions (i.e. can come from the same division doesn't necessarily have to come from separate divisions) if there is a tie; then divisional records are used, then victory point totals are compared . These four teams are put into the playoffs, the division winners are the home team.  The division winners each play one of the wild card teams and the winners advance to the conference finals where the team with the best overall record is the home team, the winners then advance to the Super Brawl where the game is played at a neutral venue and no army has a point advantage.


Second Campaign

Another campaign that we have started playing is more of a traditional campaign.  This one we aren't running, just participating in.  It is basically the campaign taken from the back of the Battle Book.  It is being run out of a store in our area, and if you have not got a chance to participate in a campaign that involves more than your inner circle, try it.  This campaign has been a chance for us to meet many of the players in our area, and play new people.  Back to the campaign, it has a few modifications ...  The events will take place for 5 months, with a final battle in the 5th month to determine a winner.  This does involve in the upwards of 25 to 30 people, so things have been separated into 2 divisions.
The rules of the game come from the battle book, with each player starting out generating 3 territories from the chart, and using those territories in addition to the base 1,500 points, 1 war machine, 1 level 1 mage, and 1 50 point magic item.  Lost Valleys are re-rolled, as are campaign is called the Lost Valley, wouldn't make sense to get it before the camping even starts.  At the start of each game a player chooses one of his territories to put up,  the winner of the game, gets to generate an additional territory, and choose between the loser's territory or the one generated, and gets to keep the one he or she put up.
In addition the winner gains,

In the event of a tie there are no territories generated but both players receive 1 point.
These points are use to determine the winner of each of the divisions.  The top two players at the end of the month play in a special game, were the winner gains a special territory, and a position into the finals in the 5th month.  Some side rules ...

So far we are in the third month of the campaign, and things are going well.  We have had a chance to meet allot of new players, and it has been an interesting opportunity to learn many new things, (mostly rules, you never know them all).

In the third month a new rule has been added to increase the number of participants in the final month. When selecting the territory to be put before each game, both players have to put up two territories, instead of the normal one territory.  At the end of the game two territories are generated, and the winner gets his choice of two territories (between his opponents and the ones generated) in addition to the two that he or she put up

Back